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authorFrancisco Jerez <currojerez@riseup.net>2016-07-19 20:11:53 -0700
committerFrancisco Jerez <currojerez@riseup.net>2016-08-24 13:28:31 -0700
commit6b33eab959433fdcb4f3fce7c571a83e8050cdf0 (patch)
tree2799b2f348151c9301e3920a8332a8dcdcde88e2
parent19e929a1774938cb826f68592dc87c520d048597 (diff)
glsl: Define a gl_LastFragData built-in for older GLSL versions.
The EXT_shader_framebuffer_fetch extension defines alternative language for GLES2 shaders where user-defined fragment outputs are not allowed. Instead of using inout user-defined fragment outputs the shader is expected to read from the gl_LastFragData built-in array. In addition this allows using the same language on desktop GLSL versions prior to 4.2 that support the deprecated gl_FragData built-in in preparation for the MESA_shader_framebuffer_fetch desktop GL extension. Both legacy and user-defined inout outputs have a common representation at the GLSL IR level, so it shouldn't make any difference for optimization passes and back-ends whether the application is using gl_LastFragData or user-defined outputs, all they'll see is a variable dereference of a fragment output at a certain interface location with the fb_fetch_output bit set to one. v2: Don't define the built-in variable on GLSL versions for which gl_FragData exists but is deprecated. (Ken) Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
-rw-r--r--src/compiler/glsl/builtin_variables.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index c9d8b1ca40..cb5f7301c5 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -1134,6 +1134,16 @@ builtin_variable_generator::generate_fs_special_vars()
array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
}
+ if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
+ ir_variable *const var =
+ add_output(FRAG_RESULT_DATA0,
+ array(vec4_t, state->Const.MaxDrawBuffers),
+ "gl_LastFragData");
+ var->data.precision = GLSL_PRECISION_MEDIUM;
+ var->data.read_only = 1;
+ var->data.fb_fetch_output = 1;
+ }
+
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
/* We make an assumption here that there will only ever be one dual-source draw buffer
* In case this assumption is ever proven to be false, make sure to assert here